I've always believed there should be something melancholy to the aesthetic. Eve is a virtual wargame that exists during a time when there is actually a battle unfolding in regards to the internet and the actions taking place on it. History could go different ways here: virtual worlds like Eve may be later seen as fore-bearers for future greatness, or instead an anarchic glimpse into what might have been, in a more regulated and sterile online existence. When people now talk of key concerts in 1969 or life on communes in the early 1970s, there is a tinge of sadness. Not just because it represents a passing moment in history but because perhaps you knew you were 'living it' at the time but didn't know how to extend it. And for all our 'toys' and virtual 'secret weapons', even Eve's most disciplined combat groups remain adrift in the path of history.

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: I've always believed there should be something melancholy to the aesthetic. Eve is a virtual wargame that exists during a time when there is actually a battle unfolding in regards to the internet and the actions taking place on it. History could go different ways here: virtual worlds like Eve may be later seen as fore-bearers for future greatness, or instead an anarchic glimpse into what might have been, in a more regulated and sterile online existence. When people now talk of key concerts in 1969 or life on communes in the early 1970s, there is a tinge of sadness. Not just because it represents a passing moment in history but because perhaps you knew you were 'living it' at the time but didn't know how to extend it. And for all our 'toys' and virtual 'secret weapons', even Eve's most disciplined combat groups remain adrift in the path of history.

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Revision as of 19:10, 20 June 2015

Artwork has always had a special place in the RnK ethos. Pieces have often been commissioned for campaigns (e.g. Tigers in Winter) or simply produced to celebrate the romance of online (virtual) warfare.

A derelict Abaddon battleship, covered in snow

The success rate of RnK's operations and campaign would at first suggest triumphant, grandiose themes. However, the dominant themes are instead of those of disrepair and decay.

I've always believed there should be something melancholy to the aesthetic. Eve is a virtual wargame that exists during a time when there is actually a battle unfolding in regards to the internet and the actions taking place on it. History could go different ways here: virtual worlds like Eve may be later seen as fore-bearers for future greatness, or instead an anarchic glimpse into what might have been, in a more regulated and sterile online existence. When people now talk of key concerts in 1969 or life on communes in the early 1970s, there is a tinge of sadness. Not just because it represents a passing moment in history but because perhaps you knew you were 'living it' at the time but didn't know how to extend it. And for all our 'toys' and virtual 'secret weapons', even Eve's most disciplined combat groups remain adrift in the path of history.